1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Hey Guest, is it this your first time on the forums?

    Visit the Beginner's Box

    Introduce yourself, read some of the ins and outs of the community, access to useful links and information.

    Dismiss Notice

New build discussion

Discussion in 'General Discussion' started by MM, Jul 8, 2011.

  1. MM

    MM THD Team THD Team Administrator Global Moderator

    Messages:
    327
    Official thread for discussing new version changes. Discuss changes and how you feel about them.
    Please play for at least a couple hours before submitting any opinions on game balance.


    --------------------------------------------------------------------------------------------------------------


    Build 80
    official news


    Changes build 71-80:


    - fixed network map load memory leak
    - fixed more network memory usage
    - changed camera so it is less sensitive close to player
    - fixed auto_bots spamming lots of bots
    - added archer bow & catapult progress bar
    - “friendlydamage_modifier” in gamemode.cfg works as it should (multiplies friendly damage)
    - remade arrow damage
    * the faster the arrow the more damage it inflicts
    * max velocity arrow always kills (unshielded)
    - added half second draw arrow time for archer (jumping is suppressed while drawing)
    - fixed arrow hits not registering against wall
    - knight shield goes down after powerful hit (fast arrow, explosion)
    - fixed random disconnecting on map restart
    - fixed spawning on enemy respawn
    - auto team balance shuffles only new players
    - auto team balance doesn’t allow to change teams if teams are unbalanced
    - modified no vote time to 5 minutes
    - empty servers are kept alive on master
    - gold is at least 7 blocks underground
    - minimum_players_inteam set to 3
    - warmup/break time (increased to 2.5 minutes)
    - can’t build outpost or catapult until match started
    - barrier set (at 1/3 to 2/3) of the map until match started
    - tent has automatically placed bedrock beneath
    - fixed outpost capturing bugs
    - more rock parts/debris to pick up after collapse (and they stay longer)
    - new wooden parts after destroyed wood structures (pickable)
    - builder can’t give materials to knight or archer (only bombs and arrows)
    - fixed scroll lock in chat box
    - bomb block damage is based on distance (the farther the less damage)
    - outposts and catapults slowly regenrate damage
    - fixed background castle destruction exploit
    - added gold bulion block [temporary]
    - knight jump velocity is same as other classes
    - rearranged block menu so castle wall and ladder are closest to mouse
    - removed pilar castle background wall change
    - added drawbridge
    - arrows can destroy catapults and outposts
    - new team emblems
    - fixed crash on outpost destruction
    - fixed spike stone collecting exploit
    - resupply happens automatically on team tent (every 10 secs)
    - during warm up time builder gets 100 wood and 100 stone in tent [temporary]
    - player labels are a bit higher
    - fixed knight gore machine bug
    - fixed catapult creation displacement
    - door requires just 40 wood now
    - scoreboard sorted by kills instead of deaths
    - map is restarted on server after 1 minute of being empty and only after match has started
    - archer can’t collect arrows while charging bow
    - archer can’t jump with fully charged bow
    - remade catapults to work more as close siege weapons
    * cost half (120 wood)
    * deal twice more damage
    * range is smaller (1 screen)
    * arrows damage
    - captured outpost restores health
    - respawning on outpost being captured take 2 times longer
    - builder jump smaller down when placing blocks


    hotfix:
    - fixed outpost not resupplying on change class
    - fixed castle background not depleting materials when placed on ladder
    - castle blocks placed on castle background can’t be placed if nothing below
     
  2. Kagesha

    Kagesha KAG Guard Tester

    Messages:
    224
    fully charged arrow simply overpowered. needs a longer charge up time
     
  3. JacKD

    JacKD Guest

    I agree with Kagesha, OP archer is OP. The unshielding arrow its ok, it even allows for team play (hey shoot him and then I slash through his unshielded body) but the 1 shot kill is crazy. As a builder or knight, you just dont have a chance to do anything against an instant kill arrow on the hands of a genetically engineered archer with ultra zoom. Archer vs archer is a game of luck. A bomb can instantly kill you (in comparison) but you get a chance to go away and hide, and after it explodes you dont have to worry anymore. A fully charged arrow is a constant threat of death, you move you die, no fun.
     
  4. hansel

    hansel Shopkeep Stealer

    Messages:
    94
    I didn't find the new arrow strenght to be a problem. There are ways to deal with an archer:
    -As a knight you just have to know when to shield and when take risks while you are going through the battlefield. When you get close archers pretty much can't do jack crap.
    -As an archer, it's not about luck. It's about good aim, and figuring out the move patterns of the enemy.
    -As a builder you are supposed to be vulnerable. Rely on teammates to draw enemy fire, and be carefull.

    The new mechanics are badass. Before this build I always played builder, but now I love running around as a knight, or an archer. Combat has a lot more depth now.
     
  5. FinDude

    FinDude KAG Guard Tester

    Messages:
    123
    Nice job in reading the patch notes, my good lad.

    Anyways, no comment on game balance as I just played archer for a bit. It was pretty fun, the skill ceiling has definitely been raised.
    If there's some room for tweaking, it would be applying some horizontal air resistance after a screen's worth of flight or so.
    Offscreen arrows are just plain unfair and promote spamming. Finally, jumping while charging an arrow still allows moving at full speed.

    Also, the health display needs overhauling. The display needs to be in same resolution as the damage sources are.
     
  6. Neat

    Neat King of the Dead Donator Tester

    Messages:
    1,958
    EDIT: Okay, I didn't need to play for long to realise I was wrong. Sorry on that one.
     
  7. MM

    MM THD Team THD Team Administrator Global Moderator

    Messages:
    327
    Please read the topic first:

    Please play for at least a couple hours before submitting any opinions on game balance.

    Game balance includes archer strength. If you've played the test version, play this one, it's different.
     
  8. hansel

    hansel Shopkeep Stealer

    Messages:
    94
    Yeah, I misspoke. Once a knight and an archer are in close combat, there's something an archer can do. But most archer's I've faced don't do it. They back into a corner and die ;). You can't factor player's skill into a balance discussion. Good player's will alway's find a way to come out on the top.

    My ping is usually below 100, maybe that's why I don't see any problems with the knights.

    It is? Dang. Gotta go check it out!
     
  9. Monsteri

    Monsteri Slower Than Light Tester

    Messages:
    1,916
    There seemed to be a skybridge reds made, in GamingCrew server. Didn't have a possibility to see it, but it was a bit annoying. I like the one-hit-kill, and it's not unbalanced because of the big manuever penalty. But are arrows supposed to smash bodies? At least fully charged arrows did :o

    And also, it was much funnier to fight against a real FORT, than just a bunch of blocks and men running around.


    Many servers are laggy, I guess actually all of them, is it just the servers or is something in game causing it? I've seen no players with latency below 100.
     
  10. Overlord

    Overlord KAG Guard Tester

    Messages:
    312
    Awesome job with the game no complaints so far.
     
  11. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    I hate this game so much now. The charge-up bar is just demeaning to have to see on your screen. The 1HK is just obnoxious and leads to gay random deaths in the vein of catapult spam. I also kind of understand the necessity of changing archer jumping, but really that takes 90% of the skill and fun out of playing as the archer. Cover becomes meaningless, and taking cover and good positioning is less effective than a noob who stands out in the open, bow charged.

    Workers are still the most overpowered. Try this: Pick worker and burrow underneath enemy's side of the map. Keep digging. If anyone pursues you anywhere, put up stone which you will have in surplus. It's a braindead easy way to get to their flag. Even if they stop you you've made a majorly weak path through to their side and they've devoted more than equal manpower to stopping you.

    Giant stupid stalemating walls run rampant and the building time makes it worse. More building options only supports entropy.
     
  12. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    I mentioned this in IRC earlier: HUD is squashed and cursor doesn't accurately reflect where you're aiming.

    I hadn't tried it with the current build at that point, but now I have.

    This is true in both the windows version running in WINE and in the native linux version.

    [img=Screenshot]http://img651.imageshack.us/img651/29/kaghudsquashed.png[/img]
     
  13. illu

    illu En Garde! Donator Tester

    Messages:
    737
    What you mean with squashed? Post a screenshot pls ([F4]).
     
  14. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    Edited to include a screenshot
     
  15. Vania

    Vania Guest

    Ok, been playing for like 2 hours.

    -Charge bar: I'm used to the sound of the bow, so I dont really use it.

    -One hit kill: It's a big buff to the archer. And I can still jump&shoot, just have to time it right.
    Although now I prefer ladder-shoot to jump-shoot, its easier.

    Fully charged arrows knock down the shield: This made knight-archer cooperation much more interesting. The archer breaks the knight's defense while the knight hits him, or another archer.

    -0.5 seconds arrow draw: Good, archers are not supposed to be good at short range.

    -Drawbridge: It is crap, absolutely useless.

    -Builder jump nerf when placing blocks: This is great, now builders cannot build a 10 tile high ladder in 1 second.


    Suggestions:

    -Make drawbridge better:
    The enemy should only be able to hit it with catapult or bombs.
    It should "hide" when enemies come near so destroying it with melee is impossible.

    -One hit kill is annoying at long distance. Reduce the damage with distance, to reduce deadly spam.
     
  16. Furai

    Furai THD Team THD Team Administrator

    Messages:
    3,118
    Come back to IRC we'll find some solution to it.
     
  17. Monsteri

    Monsteri Slower Than Light Tester

    Messages:
    1,916
    explain. I find it very useful.
     
  18. PainPopsicle

    PainPopsicle Guest

    I find specially annoying enemy soldiers jumping in drawbridges without falling down. Also being squished by a insta-closing drawbridge doesn't seem appropiate.
     
  19. MM

    MM THD Team THD Team Administrator Global Moderator

    Messages:
    327
    Any good ideas on preventing this?
     
  20. Flaque

    Flaque Guest

    Make stone blocks (the one you build) much harder to break even for miners? So they wouldn't fuck up the defences so quickly. It Is pathetic how i build underground walls like 4-5 blocks wide just to see a miner making a halfmap long tunnel through them.